/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ entity eLastTSpawn; entity eLastCTSpawn; /* ================= Spawn_FindSpawnPoint Recursive function that gets the next spawnpoint ================= */ entity Spawn_FindSpawnPoint( float fTeam ) { entity eSpot, eLastSpawn; entity eThing; int iCount; string sClassname; if ( fTeam == TEAM_T ) { sClassname = "info_player_deathmatch"; eSpot = eLastSpawn = eLastTSpawn; } else if ( fTeam == TEAM_CT ) { sClassname = "info_player_start"; eSpot = eLastSpawn = eLastCTSpawn; } else if ( fTeam == TEAM_VIP ) { return find( world, classname, "info_vip_start" ); } while ( 1 ) { eSpot = find(eSpot, classname, sClassname); if (eSpot == eLastSpawn) { //fall back on lame cycling/spawnfragging eLastSpawn = find(eLastSpawn, classname, sClassname); if (!eLastSpawn) eLastSpawn = find(eLastSpawn, classname, sClassname); return eLastSpawn; } if (eSpot != world) { iCount = 0; eThing = findradius(eSpot.origin, 32); while(eThing) { if (eThing.classname == "player") iCount++; eThing = eThing.chain; } if (iCount == 0) { eLastSpawn = eSpot; return eSpot; } } } return eSpot; } /* ================= Spawn_ObserverCam Look for the next spawnpoint ================= */ void Spawn_ObserverCam( void ) { entity eTarget; // Go find a camera if we aren't dead entity eCamera = find ( world, classname, "trigger_camera" ); if ( eCamera ) { self.origin = eCamera.origin; if ( eCamera.target ) { eTarget = find( world, targetname, eCamera.target ); if ( eTarget ) { self.angles = vectoangles( eTarget.origin - eCamera.origin ); self.angles_x *= -1; } } } else { // Can't find a camera? Just do this lazy thing, CS seems to do the same eCamera = find ( world, classname, "info_player_start" ); if ( eCamera ) { self.origin = eCamera.origin; if ( eCamera.target ) { eTarget = find( world, targetname, eCamera.target ); if ( eTarget ) { self.angles = vectoangles( eTarget.origin - eCamera.origin ); self.angles_x *= -1; } } } } self.fixangle = TRUE; } /* ================= Spawn_RespawnClient Called whenever a player just needs his basic properties to be reset ================= */ void Spawn_RespawnClient( float fTeam ) { entity eSpawn; forceinfokey( self, "*spec", "0" ); eSpawn = Spawn_FindSpawnPoint( self.team ); self.classname = "player"; self.health = self.max_health = 100; forceinfokey( self, "*dead", "0" ); Rules_CountPlayers(); self.takedamage = DAMAGE_YES; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.flags = FL_CLIENT; self.vPain = Player_Pain; self.vDeath = Player_Death; self.iBleeds = TRUE; self.fSlotGrenade = 0; // Clear the C4 self.viewzoom = 1.0; // Clear scopes self.origin = eSpawn.origin; self.angles = eSpawn.angles; self.fixangle = TRUE; // Get the player-model from Defs.h's list if ( self.team != TEAM_VIP ) { setmodel( self, sCSPlayers[ self.fCharModel ] ); } else { setmodel( self, "models/player/vip/vip.mdl" ); } setsize( self, VEC_HULL_MIN, VEC_HULL_MAX ); self.view_ofs = VEC_PLAYER_VIEWPOS; self.velocity = '0 0 0'; self.frame = 1; // Idle frame self.fBombProgress = 0; Ammo_AutoFill(self.fSlotPrimary); Ammo_AutoFill(self.fSlotSecondary); } /* ================= Spawn_CreateClient Called whenever a player becomes a completely new type of player ================= */ void Spawn_CreateClient( float fCharModel ) { // What team are we on - 0= Spectator, < 5 Terrorists, CT rest if( fCharModel == 0 ) { PutClientInServer(); Spawn_ObserverCam(); return; } else if( fCharModel < 5 ) { forceinfokey( self, "*team", "0" ); self.team = TEAM_T; Weapon_AddItem( WEAPON_KNIFE ); if ( autocvar_fcs_knifeonly == FALSE ) { Weapon_AddItem( WEAPON_GLOCK18 ); Weapon_GiveAmmo( WEAPON_GLOCK18, 40 ); Weapon_Draw( WEAPON_GLOCK18 ); } else { Weapon_Draw( WEAPON_KNIFE ); } } else { self.team = TEAM_CT; Weapon_AddItem( WEAPON_KNIFE ); if ( autocvar_fcs_knifeonly == FALSE ) { Weapon_AddItem( WEAPON_USP45 ); Weapon_GiveAmmo( WEAPON_USP45, 24 ); Weapon_Draw( WEAPON_USP45 ); } else { Weapon_Draw( WEAPON_KNIFE ); } } if( self.iInGame == FALSE ) { self.iInGame = TRUE; } forceinfokey( self, "*team", ftos( self.team ) ); Spawn_RespawnClient( self.team ); self.fAttackFinished = time + 1; } /* ================= Spawn_MakeSpectator Called on connect and whenever a player dies ================= */ void Spawn_MakeSpectator( void ) { self.classname = "spectator"; self.health = 0; self.armor = 0; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.movetype = MOVETYPE_NOCLIP; self.flags = FL_CLIENT; self.weapon = 0; self.viewzoom = 1.0f; self.model = 0; setsize (self, '-16 -16 -16', '16 16 16'); self.view_ofs = self.velocity = '0 0 0'; forceinfokey( self, "*spec", "2" ); // Make sure we are known as a spectator Ammo_Clear(); // Clear the inventory self.fSlotMelee = self.fSlotPrimary = self.fSlotSecondary = self.fSlotGrenade = self.iEquipment = 0; } /* ================= CSEv_GamePlayerSpawn_f Event Handling, called by the Client codebase via 'sendevent' ================= */ void CSEv_GamePlayerSpawn_f( float fChar ) { if ( self.team == TEAM_VIP ) { centerprint( self, "You are the VIP!\nYou cannot switch roles now.\n" ); self.fAttackFinished = time + 1.0; return; } // Hey, we are alive and are trying to switch teams, so subtract us from the Alive_Team counter. if ( self.health > 0 ) { self.health = 0; Rules_CountPlayers(); Rules_DeathCheck(); Player_Death(0); } Ammo_Clear(); // Spawn the players immediately when its in the freeze state switch ( fGameState ) { case GAME_FREEZE: self.fCharModel = fChar; Spawn_CreateClient( fChar ); if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 1 ) ) { if ( iBombZones > 0 ) { Rules_MakeBomber(); } } else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 1 ) ) { if ( iVIPZones > 0 ) { Rules_MakeVIP(); } } break; default: if ( fChar == 0 ) { PutClientInServer(); return; } else if( fChar < 5 ) { self.team = TEAM_T; } else { self.team = TEAM_CT; } Spawn_MakeSpectator(); self.classname = "player"; self.fCharModel = fChar; self.health = 0; forceinfokey( self, "*dead", "1" ); forceinfokey( self, "*team", ftos( self.team ) ); break; } self.frags = 0; self.fDeaths = 0; forceinfokey( self, "*deaths", "0" ); // Split up for readability and expandability? if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 0 ) ) { Rules_RoundOver( FALSE, 0, FALSE ); } else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 0 ) ) { Rules_RoundOver( FALSE, 0, FALSE ); } } /* ================= info_player_start Counter-Terrorist Spawnpoints ================= */ void info_player_start( void ) { if ( autocvar_fcs_swapteams == TRUE ) { self.classname = "info_player_deathmatch"; } } /* ================= info_player_deathmatch Terrorist Spawnpoints ================= */ void info_player_deathmatch( void ) { if ( autocvar_fcs_swapteams == TRUE ) { self.classname = "info_player_start"; } } /* ================= info_target Cameras use this thing ================= */ void info_target( void ) { setorigin( self, self.origin ); } /* ================= info_vip_start ================= */ void info_vip_start( void ) { }